PENGEMBANGAN MEDIA PEMBELAJARAN “SUBNET CONQUEROR” BERBASIS GAMIFIKASI PADA KELAS 10 SMKN 22 JAKARTA DENGAN METODE LUTHER-SUTOPO

FATIH ABHIPRAYA, . (2023) PENGEMBANGAN MEDIA PEMBELAJARAN “SUBNET CONQUEROR” BERBASIS GAMIFIKASI PADA KELAS 10 SMKN 22 JAKARTA DENGAN METODE LUTHER-SUTOPO. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Dalam era revolusi industri 4.0 yang ditandai oleh perkembangan teknologi informasi dan komunikasi, penggunaan teknologi dalam pendidikan menjadi semakin penting agar dapat memaksimalkan potensi yang dapat mempermudah berlangsungnya proses pembelajaran. Berdasarkan hasil wawancara dan kuesioner, subnetting tergolong kedalam materi yang sulit dipahami dan siswa menginginkan media pembelajaran yang mengimplementasikan elemen-elemen game ke dalam media pembelajaran. Penelitian pengembangan ini bertujuan untuk mengembangkan “Subnet Conqueror”, sebuah media pembelajaran berbasis gamifikasi untuk mata pelajaran dasar-dasar program keahlian kelas 10 jurusan teknik jaringan dan komputer di SMK Negeri 22 Jakarta. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC) Luther-Sutopo yang terdiri dari enam tahap, yaitu concept, design, material collecting, assembly, testing, dan distribution. Pengujian kelayakan pada produk media pembelajaran ini dilakukan oleh ahli materi dengan tingkat kelayakan 100% yang berada pada kategori “Sangat Layak” dan ahli media dengan tingkat kelayakan 96% yang berada pada kategori “Sangat Layak” serta pengujian terhadap responden yang menghasilkan skor rata-rata sebesar 81,13 dengan grade A, tingkat penerimaan “Acceptable”, dan “Excellent” pada adjective rating. Berdasarkan hasil penilaian ini, produk “Subnet Conqueror” yang telah dikembangkan dianggap sangat baik dan layak untuk digunakan sebagai media pembelajaran yang berpontensi untuk mendukung proses belajar mengajar peserta didik kelas 10 jurusan teknik jaringan dan komputer pada materi subnetting di SMK Negeri 22 Jakarta. ***** In the era of industrial revolution 4.0 which was marked by the development of information and communication technology, the use of technology in education is becoming increasingly important in order to maximize the potential that can facilitate the learning process. Based on the results of interviews and questionnaires, subnetting is classified as material that difficult to understand and students want learning media that implement game elements into learning media. This development research aims to produce a product called "Subnet Conqueror" in the form of gamification-based learning media for basics of skills program subject class 10 expertise program majoring in network and computer engineering at SMK Negeri 22 Jakarta. The development method used is the Luther-Sutopo Multimedia Development Life Cycle (MDLC) which includes of six stages, namely concept, design, material collecting, assembly, testing, and distribution. Product feasibility testing was carried out by material experts with a feasibility level of 100% in the "Very Eligible" category and media experts with a feasibility level of 96% in the "Very Eligible" category as well as testing of respondents which resulted an average score of 81,13 with grade A, the acceptance rate received the "Acceptable”, and “Excellent” for adjective rating. Based on the results of the assessment, the "Subnet Conqueror" product that has been developed is considered very well and worth to be used as a learning medium that potential to support the teaching and learning process of class 10 students majoring in network and computer engineering on subnetting material at SMK Negeri 22 Jakarta.

Item Type: Thesis (Sarjana)
Additional Information: 1). Muchammad Ficky Duskarnaen, M.Sc. ; 2). Bambang Prasetya Adhi, S.Pd., M.Kom.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FT > S1 Pendidikan Teknik Informatika Komputer
Depositing User: Users 18684 not found.
Date Deposited: 24 Aug 2023 04:43
Last Modified: 24 Aug 2023 04:43
URI: http://repository.unj.ac.id/id/eprint/39517

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